Master of Fire
Once humans tamed fire to keep them warm and to drive off wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor-spirit or a fire-spirit grants this Gift.
System: This gift allows a werewolf to heal fire damage as if it were bashing at the expenditure of one single Gnosis point; the effects last for one scene.
This Gift allows a homid to become more persuasive when dealing with others in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
Sytem: Charisma + Subterfuge. All difficulties of social rolls happening in the remainder of the scene ae reduced. Any successful Social rolls may have significantly more impact than they would without the Gift.
Smell of Man
With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. The scent also causes domestic animals to recognize the werewolf as their master. An ancestor spirit teaches this Gift.
System: All wild animals (not including supernatural creatures in animal form) lose one die from their pools when within 20 feet of the Garou (save when defending themselves or running away) and are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him until/unless the animal in question is harmed. The Garou may use this Gift at will, and simply states when she is activating it or deactivating it.
The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to function. A Gremlin teaches this gift.
System: Spend 1 Gnosis and roll Manipulation + Crafts. Werewolf may choose the level of complexity she intends to "jam". All technological devices of that complexity within 50 feet cease functioning for one turn per success. They remain unchanged but inert. Knives won't cut, gunpowder won't ignite, gears won't turn, et cetera.
By staring into the target's eyes, a werewolf can cause the target to flee in terror (or freeze in place in the case of other werewolves or powerful monsters). A ram or snake spirit teaches this Gift.
System: Only one target per turn. Cha + Intimidation against 5 + victim's rank, if any. The victim flees one turn per success, although he may expend a Willpower point to resist for one turn. If the character scores 5 or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. If they are attacked themselves, however, all bets are off.
THis Gift makes its target feel inexplicably depressed and withdrawn, unable to draw on his full emotion or maintain any type of concentration. An ancestor spirit teaches this Gift.
System: Man + Empathy vs target's Willpower. If successful, opponent cannot recover Rage for the whole scene, and all difficulties for extended actions increase by one.
Shape once-living material (but not undead) into a variety of objects: trees may become shelter, bones become spears, etc. The item will resemble the object from which it was shaped. A Pattern Spider — one of the Weaver's spirits — teaches this Gift.
System: Manipulation + Crafts vs variable dificulty, and spend a Gnosis point. The object is not necessarily permanent; it will last a length of time according to the chart. Expending additional Gnosis allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to normal. With the sacrifice of a permanent point of Gnosis, the effect can be permanized if the object itself was changed permanently.
Werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, immobile and near impervious to harm. An insect or Weaver spirit teaches this one.
System: Spend 1 Gnosis. While coccooned, ignore any attacks which fail to damage at least equal to his Stamina + Rituals rating, but attacks that pierce the cocoon destroy it. It lasts for one scene, after which it evaporates. Spend more gnosis points to extend its duration.
Werewolf can protect himself from spirits. He draws an invisible pictogram in the air that unnerves nearby spirits except pack totems/caern spirits. The symbol travels with the werewolf as long as it lasts. An ancestor spirit teaches this.
System: Spend 1 gnosis, roll Man + Rituals, DC 7. Spirits within 100 feet must subtract 1 from their dice pools per success. Gift lasts for one scene.
Blend smoothly into any culture, no matter what. The Gift doesn't hide racial differences, but allows the user to mimic the behaviors and mannerisms of a native and to speak/understand the culture's language, although this knowledge poofs as the gift ends. Ancestor spirits teach this Gift.
System: Man + Empathy. The DC depends on how alien the culture is. The character will not suffer social-roll penalties when interacting with members of the culture. One scene plus one day per willpower point spent to activate it.
Part the Veil
Immunize any human from the Delirium for a scene. However, the human will forget much of what he knows if the Delirium hits him later. An ancestor spirit teaches this.
System: Spend 1 Gnosis and roll Cha + Empathy. You need one success.